So I sorted out my gmod config on the 09 engine but it seems to lag out really badly when I have any map loaded.
It seems to affect the whole of Hammer, not just the rendering. I've never had these kind of problems before and they only occurred after the update that included source engine MP. Are there any known cases like this or does anyone have any ideas for possible solutions?

So I sorted out my gmod config on the 09 engine but it seems to lag out really badly when I have any map loaded.
It seems to affect the whole of Hammer, not just the rendering. I've never had these kind of problems before and they only occurred after the update that included source engine MP. Are there any known cases like this or does anyone have any ideas for possible solutions?

How can I select a mass of brushes without highlighting them individually?

In any of the view ports except the top left one (The Rendered one by default), drag your cursor and select an area of brushes you want to highlight, then press enter. Voila.

Question. Is it possible to pack lua scripts in a .bsp via packrat or any other software variant and have the lua script executed by an lua_run entity every round? I have a count-down timer lua script as an addon with client and server sided folders. I want to pack this without having players requiring a seperate addon to render the count-down timer in addition to the .bsp map file.

In any of the view ports except the top left one (The Rendered one by default), drag your cursor and select an area of brushes you want to highlight, then press enter. Voila.

Question. Is it possible to pack lua scripts in a .bsp via packrat or any other software variant and have the lua script executed by an lua_run entity every round? I have a count-down timer lua script as an addon with client and server sided folders. I want to pack this without having players requiring a seperate addon to render the count-down timer in addition to the .bsp map file.

Yeah this is possible but you might find assholes removing it form your map and hosting causing issues for people trying to connect with your original version.

So I made this map which has a construction site heavy with scaffolding. The scaffolding is probably made up of 60+ brushes overall. Now for some reason, it won't or is taking too long to compile. Obviously, I know Hammer would have a hard time compiling it given the number of brushes so tightly constricted together, and especially since I set the lightmap scale to 1 for aesthetic reasons, so I decided to func_detail the scaffolding. Now it did compile, but when the game tried to load the map, it crashed and displayed an error:

Code:

Bad surface extents on texture metal/ibeam001b

I can't add any pics right now because I'm posting from my phone. I'll probably just edit this post later.

So I made this map which has a construction site heavy with scaffolding. The scaffolding is probably made up of 60+ brushes overall. Now for some reason, it won't or is taking too long to compile. Obviously, I know Hammer would have a hard time compiling it given the number of brushes so tightly constricted together, and especially since I set the lightmap scale to 1 for aesthetic reasons, so I decided to func_detail the scaffolding. Now it did compile, but when the game tried to load the map, it crashed and displayed an error:

Code:

Bad surface extents on texture metal/ibeam001b

I can't add any pics right now because I'm posting from my phone. I'll probably just edit this post later.

Those buffer overflows only happen when people spawn in an area where everything's rendered, but what I'm wondering is why is everything getting rendered all at once? The only place people won't overflow is in the stairway. Shouldn't this be taken care of in the compile process?